Only tiles adjacent to water qualify as usable water sources - thus, if you want to place a single-tile zone, place the zone onto a ground tile next to the water, not over the water itself. The maximum size of an activity zone is 31×31.ĭwarves will use these zones to draw water, to satisfy booze-less thirst, to tend to another thirsty dwarf (with the Give Water job), or to fill a Pond zone. The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile. In some cases ( hospital, pit/pond) additional orders can then be set from the same menu. After that the zone has to be assigned to one of the listed tasks to become functional, by pressing the proper key. Flow and floor flow are placed similarly to designating rooms from pieces of furniture using +/ - to adjust the size (floor flow excludes walls). The numbers in brackets after each type of zone indicate how many selected floor tiles can be used for that type of zone. Rectangular zones are placed in the same manner as stockpiles, specifying two corners of the rectangle. From within the Zones menu, ( i)Pressing e in the Zones menu cycles through each method, and pressing Enter begins designation. They are placed in one of three ways: rectangular, flow, or floor flow. Activity zones are optional for the performance of certain tasks (fishing, collecting water) but obligatory for certain others (dumping), and are used primarily to keep dwarves out of danger.Īctivity zones can be placed in any revealed tile, including in open space, over a river, or on top of a building or stockpile. Additionally, since fisherdwarves go fishing at the beginning of each season, they are at risk of being swept away to drown when the cave river overflows.Activity zones are areas to which dwarves are constrained when performing specific tasks, such as fishing, dumping objects, or collecting water. While fishing does not explicitly trigger cave river attacks, your fisherdwarves will likely be the first targets whenever such an attack happens. If your map has a lot of dangerous wildlife, you may want to consider assigning guard dogs to your fisherdwarf. This means if you make your fisherdwarf a fish cleaner as well, the job will never get done and the raw fish will be left in your food stockpile (or on the ground where it was caught, if you do not have one) and will simply rot.įishing from the swamps or the outdoor river can draw your dwarves far away from the safety of the fortress. Note: The game considers fishing a very high-priority labor, meaning that your fisherdwarf will spend most of their time fishing, usually at the expense of more urgent tasks that need doing. Skilled fisherdwarves can produce a really immense amount of turtles.įish cannot be eaten as soon as it is caught it must be cleaned in a fishery first. Turtles can be very useful to a starting fortress, since eating them uncooked leaves behind bone and shell which your craftsdwarves can use to make trade goods, armour, and ammunition. Fisherdwarves can catch various kinds of fish, as well as other aquatic creatures like turtles. Unlike mining, fishing is done without any tools.Īny dwarf with the Fisherdwarf labor enabled will fish, either in the cave river, an outside river, or the swamps. Specify your dwarf to be a fisher via - it may be located on the second page of jobs.
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